﻿varying vec2 v_texCoord;
varying vec4 v_myPos;
uniform sampler2D s_texture0;
uniform vec4 u_channelFlag;
uniform vec4 u_baseColor;

void main()
{
    float isInside =
      step(u_baseColor.x, v_myPos.x / v_myPos.w) *
      step(u_baseColor.y, v_myPos.y / v_myPos.w) *
      step(v_myPos.x / v_myPos.w, u_baseColor.z) *
      step(v_myPos.y / v_myPos.w, u_baseColor.w);
    gl_FragColor = u_channelFlag * texture2D(s_texture0 , v_texCoord).a * isInside;
}